2021
DOI: 10.1556/2006.2021.00038
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Player-avatar interactions in habitual and problematic gaming: A qualitative investigation

Abstract: Background and aimsPrevious studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related experiences and excessive gaming.MethodsAn online survey of 993 adult gamers yielded 3,972 text responses. Qualitative analysis of 59,059 words extracted 10 categories of … Show more

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Cited by 6 publications
(5 citation statements)
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“…Although the participants of this study did not show high levels of GD, the current findings provide insight into the risk of GD ( Liew et al, 2018 , Teng, 2017 ). As previous evidence suggests, avatar-identification is not the main factor for GD, but in many cases often represents the exciting side of gaming ( Casale et al, 2022 , Green et al, 2021a , Green et al, 2021b ). Therefore, the player-avatar bond increases the risk of developing gaming addiction, and other variables should be considered in this relationship.…”
Section: Discussionmentioning
confidence: 85%
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“…Although the participants of this study did not show high levels of GD, the current findings provide insight into the risk of GD ( Liew et al, 2018 , Teng, 2017 ). As previous evidence suggests, avatar-identification is not the main factor for GD, but in many cases often represents the exciting side of gaming ( Casale et al, 2022 , Green et al, 2021a , Green et al, 2021b ). Therefore, the player-avatar bond increases the risk of developing gaming addiction, and other variables should be considered in this relationship.…”
Section: Discussionmentioning
confidence: 85%
“…In line with prior studies (e.g., Green et al, 2021b;Šporčić & Glavak-Tkalić, 2018), a negative correlation between SCC and GD was found. Lower levels of SCC predicted high GD, and provided evidence that players with a less clear self-concept play videogames to achieve a temporary sense of certainty, stability, identity, and control that is often lacking in other areas of their lives (Green et al, 2021a;Lemenager et al, 2020). This result could be interpreted in the framework of selfdiscrepancy theory (Higgins, 1987), suggesting that virtual identities are used by individuals who lack self-concept as a strategy to compensate for their body dissatisfaction, which could contribute to increasing their avatar-identification, and they could become at-risk of GD (Szolin et al, 2022;Teng, 2017).…”
Section: Discussionmentioning
confidence: 98%
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